# Problems with Ground Material for Landscape (again^^)

**URL:** <https://forums.unrealengine.com/t/problems-with-ground-material-for-landscape-again/447911>\
**Category:** World Creation\
**Tags:** black, painting, unreal-engine, Landscape, question\
**Created:** [April 26, 2019, 7:50pm UTC](https://forums.unrealengine.com/t/problems-with-ground-material-for-landscape-again/447911 "2019-04-26T19:50:53Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Footloose1993](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Footloose1993](https://forums.unrealengine.com/u/Footloose1993)\
**Post date:** [April 26, 2019, 7:50pm UTC](https://forums.unrealengine.com/t/problems-with-ground-material-for-landscape-again/447911/1 "2019-04-26T19:50:53Z")

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Hey all 🙂

I have a well known problem with Unreal, but I can’t solve it.  
There are a lot of threads about this (thats what I mentioned with “again^^” in the title), still  
it doesn’t work. The material is still black on the landscape and strange in the preview.

- First things first, I am using Unreal 4.19(.2).

- Second, I created a “GroundMasterMaterial” which contains 5 different texture sets.  
Each set contains an albedo/baseColor Map (still don’t know the difference), a Roughness Map,  
a Normal Map, an Height Map and an Amient Occlusion Map, each in it’s own LandscapeBlendLayer.  
So there is a LBL for Base color, one for Roughness and so on, each with 5 textures (so 5 BaseColor Maps in one LBL), excepting the 5th texture set called Sand which don’t have an AO Map.

 ![275286-screenshot-288.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/d/d/b/ddb4ae559d1fdb74798c8bce05c32f9c0ce529c9.png)

- I unchecked “Use SRGB” for the Roughness and the Height Maps.
- Also, I changed the “Sampler Source” for each(!) map to “Shared Wrap”  
to avoid problems because of the mass of maps.

![275288-screenshot-289.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/a/7/ca788983820c60d1092bd0b033aa50c7b3a90240.png)

- The HeightMap Nodes I used were shown in a Poliigon tutorial and look this way:

![275287-screenshot-290.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/f/f/affc9e58bae3063aed26c088790ccbd34a1a69ef.png)

- I also changed the wheight in the LBL of the first texture set to 1 (so 1 for BaseColor, 1 for Roughness…) while  
all other textures remains at 0, so it should show only one “Material/Texture Set”.  
Still it looks strange:

 ![275289-screenshot-291.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/2/1/521d782a38a549ba9949052645f226c4619c1418.png)

Thats the way the “first” Material should look like (just BaseColor, but you see it is not that “dark”):

 ![275290-ground-1k-albedo-u.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/5/c/75cfd262f7b86aaab920b26608bd7b6009ed4049.jpeg)

So you see there is a problem.  
The next one is the black landscape and the “preview” in the landscape tab.  
In this image you see that the landscape is still back, even when I try to paint on it.  
Also you see, that the 5 materials in the landscape tab look “strange” and all the same.

Ah a I can’t pload the last image, see the first answer post.

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**Author:** ![Footloose1993](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Footloose1993](https://forums.unrealengine.com/u/Footloose1993)\
**Post date:** [April 26, 2019, 7:50pm UTC](https://forums.unrealengine.com/t/problems-with-ground-material-for-landscape-again/447911/2 "2019-04-26T19:50:57Z")

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Of course I created the (Wheigt) Layer Info woth clicking the + button.  
All also rightclicked and filled the landscape.

Edit: I want to upload the last image to show you the problem.  
For some reason, I can’t upload anything more, even in an other "comment’.  
So, the landscape is just black and the preview in the landscape tab look very strange (a sky blue with ice blue, I know bad description), but they also all look the same, which is simply wrong.

I hope you can help me with that, I am not good in Unreal, I am a 3D Artist.

Kind Regards,  
Toby 😉
